Files
sago35 253f8e3220 pixel: add Grayscale2bit color (#817)
* pixel: add GrayScale2bit color
* pixel: fix spelling of 'GrayScale' to 'Grayscale'
2025-11-15 09:02:55 +01:00

287 lines
9.1 KiB
Go
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// Package pixel contains pixel format definitions used in various displays and
// fast operations on them.
//
// This package is just a base for pixel operations, it is _not_ a graphics
// library. It doesn't define circles, lines, etc - just the bare minimum
// graphics operations needed plus the ones that need to be specialized per
// pixel format.
package pixel
import (
"image/color"
"math/bits"
)
// Pixel with a particular color, matching the underlying hardware of a
// particular display. Each pixel is at least 1 byte in size.
// The color format is sRGB (or close to it) in all cases except for 1-bit.
type Color interface {
RGB888 | RGB565BE | RGB555 | RGB444BE | Grayscale2bit | Monochrome
BaseColor
}
// BaseColor contains all the methods needed in a color format. This can be used
// in display drivers that want to define their own Color type with just the
// pixel formats the display supports.
type BaseColor interface {
// The number of bits when stored.
// This means for example that RGB555 (which is still stored as a 16-bit
// integer) returns 16, while RGB444 returns 12.
BitsPerPixel() int
// Return the given color in color.RGBA format, which is always sRGB. The
// alpha channel is always 255.
RGBA() color.RGBA
}
// NewColor returns the given color based on the RGB values passed in the
// parameters. The input value is assumed to be in sRGB color space.
func NewColor[T Color](r, g, b uint8) T {
// Ugly cast from color.RGBA to T. The type switch and interface casts are
// trivially optimized away after instantiation.
var value T
switch any(value).(type) {
case RGB888:
return any(NewRGB888(r, g, b)).(T)
case RGB565BE:
return any(NewRGB565BE(r, g, b)).(T)
case RGB555:
return any(NewRGB555(r, g, b)).(T)
case RGB444BE:
return any(NewRGB444BE(r, g, b)).(T)
case Grayscale2bit:
return any(NewGrayscale2bit(r, g, b)).(T)
case Monochrome:
return any(NewMonochrome(r, g, b)).(T)
default:
panic("unknown color format")
}
}
// NewLinearColor returns the given color based on the linear RGB values passed
// in the parameters. Use this if the RGB values are actually linear colors
// (like those that are used in most RGB LEDs) and not when it is in the usual
// sRGB color space (which is not linear).
//
// The input is assumed to be in the linear sRGB color space.
func NewLinearColor[T Color](r, g, b uint8) T {
r = gammaEncodeTable[r]
g = gammaEncodeTable[g]
b = gammaEncodeTable[b]
return NewColor[T](r, g, b)
}
// RGB888 format, more commonly used in other places (desktop PC displays, CSS,
// etc). Less commonly used on embedded displays due to the higher memory usage.
type RGB888 struct {
R, G, B uint8
}
func NewRGB888(r, g, b uint8) RGB888 {
return RGB888{r, g, b}
}
func (c RGB888) BitsPerPixel() int {
return 24
}
func (c RGB888) RGBA() color.RGBA {
return color.RGBA{
R: c.R,
G: c.G,
B: c.B,
A: 255,
}
}
// RGB565 as used in many SPI displays. Stored as a big endian value.
//
// The color format in integer form is gggbbbbb_rrrrrggg on little endian
// systems, which is the standard RGB565 format but with the top and bottom
// bytes swapped.
//
// There are a few alternatives to this weird big-endian format, but they're not
// great:
// - Storing the value in two 8-bit stores (to make the code endian-agnostic)
// incurs too much of a performance penalty.
// - Swapping the upper and lower bits just before storing. This is still less
// efficient than it could be, since colors are usually constructed once and
// then reused in many store operations. Doing the swap once instead of many
// times for each store is a performance win.
type RGB565BE uint16
func NewRGB565BE(r, g, b uint8) RGB565BE {
val := uint16(r&0xF8)<<8 +
uint16(g&0xFC)<<3 +
uint16(b&0xF8)>>3
// Swap endianness (make big endian).
// This is done using a single instruction on ARM (rev16).
// TODO: this should only be done on little endian systems, but TinyGo
// doesn't currently (2023) support big endian systems so it's difficult to
// test. Also, big endian systems don't seem fasionable these days.
val = bits.ReverseBytes16(val)
return RGB565BE(val)
}
func (c RGB565BE) BitsPerPixel() int {
return 16
}
func (c RGB565BE) RGBA() color.RGBA {
// Note: on ARM, the compiler uses a rev instruction instead of a rev16
// instruction. I wonder whether this can be optimized further to use rev16
// instead?
c = c<<8 | c>>8
color := color.RGBA{
R: uint8(c>>11) << 3,
G: uint8(c>>5) << 2,
B: uint8(c) << 3,
A: 255,
}
// Correct color rounding, so that 0xff roundtrips back to 0xff.
color.R |= color.R >> 5
color.G |= color.G >> 6
color.B |= color.B >> 5
return color
}
// Color format used on the GameBoy Advance among others.
//
// Colors are stored as native endian values, with bits 0bbbbbgg_gggrrrrr (red
// is least significant, blue is most significant).
type RGB555 uint16
func NewRGB555(r, g, b uint8) RGB555 {
return RGB555(r)>>3 | (RGB555(g)>>3)<<5 | (RGB555(b)>>3)<<10
}
func (c RGB555) BitsPerPixel() int {
// 15 bits per pixel, but there are 16 bits when stored
return 16
}
func (c RGB555) RGBA() color.RGBA {
color := color.RGBA{
R: (uint8(c) & 0x1F) << 3,
G: (uint8(c>>5) & 0x1F) << 3,
B: (uint8(c>>10) & 0x1F) << 3,
A: 255,
}
// Correct color rounding, so that 0xff roundtrips back to 0xff.
color.R |= color.R >> 5
color.G |= color.G >> 5
color.B |= color.B >> 5
return color
}
// Color format that is supported by the ST7789 for example.
// It may be a bit faster to use than RGB565BE on very slow SPI buses.
//
// The color format is native endian as a uint16 (0000rrrr_ggggbbbb), not big
// endian which you might expect. I tried swapping the bytes, but it didn't have
// much of a performance impact and made the code harder to read. It is stored
// as a 12-bit big endian value in Image[RGB444BE] though.
type RGB444BE uint16
func NewRGB444BE(r, g, b uint8) RGB444BE {
return RGB444BE(r>>4)<<8 | RGB444BE(g>>4)<<4 | RGB444BE(b>>4)
}
func (c RGB444BE) BitsPerPixel() int {
return 12
}
func (c RGB444BE) RGBA() color.RGBA {
color := color.RGBA{
R: uint8(c>>8) << 4,
G: uint8(c>>4) << 4,
B: uint8(c>>0) << 4,
A: 255,
}
// Correct color rounding, so that 0xff roundtrips back to 0xff.
color.R |= color.R >> 4
color.G |= color.G >> 4
color.B |= color.B >> 4
return color
}
// Grayscale2bit represents a 2-bit Grayscale value (4 levels: black, dark gray, light gray, white).
type Grayscale2bit uint8
func NewGrayscale2bit(r, g, b uint8) Grayscale2bit {
// Convert RGB to luminance using standard weights (approximation of human perception)
// Use shift-based operations to reduce processing time.
// luminance := (299*uint32(r) + 587*uint32(g) + 114*uint32(b)) / 1000
luminance := (77*uint32(r) + 150*uint32(g) + 29*uint32(b)) >> 8
// Map to 2-bit value: 063 => 0, 64127 => 1, 128191 => 2, 192255 => 3
return Grayscale2bit((luminance >> 6) & 0b11)
}
func (c Grayscale2bit) BitsPerPixel() int {
return 2
}
func (c Grayscale2bit) RGBA() color.RGBA {
// Expand 2-bit Grayscale back to 8-bit (0255) using multiplication
// 0 → 0x00, 1 → 0x55, 2 → 0xAA, 3 → 0xFF (i.e., multiply by 85)
gray := uint8(c&0b11) * 85
return color.RGBA{
R: gray,
G: gray,
B: gray,
A: 255,
}
}
type Monochrome bool
func NewMonochrome(r, g, b uint8) Monochrome {
// Very simple black/white split.
// This isn't very accurate (especially for sRGB colors) but is close enough.
if int(r)+int(g)+int(b) > 128*3 { // light, convert to white
return Monochrome(true)
}
// dark, convert to black
return Monochrome(false)
}
func (c Monochrome) BitsPerPixel() int {
return 1
}
func (c Monochrome) RGBA() color.RGBA {
value := uint8(0)
if c {
value = 255
}
return color.RGBA{
R: value,
G: value,
B: value,
A: 255,
}
}
// Gamma brightness lookup table:
// https://victornpb.github.io/gamma-table-generator
// gamma = 0.45 steps = 256 range = 0-255
var gammaEncodeTable = [256]uint8{
0, 21, 28, 34, 39, 43, 46, 50, 53, 56, 59, 61, 64, 66, 68, 70,
72, 74, 76, 78, 80, 82, 84, 85, 87, 89, 90, 92, 93, 95, 96, 98,
99, 101, 102, 103, 105, 106, 107, 109, 110, 111, 112, 114, 115, 116, 117, 118,
119, 120, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135,
136, 137, 138, 139, 140, 141, 142, 143, 144, 144, 145, 146, 147, 148, 149, 150,
151, 151, 152, 153, 154, 155, 156, 156, 157, 158, 159, 160, 160, 161, 162, 163,
164, 164, 165, 166, 167, 167, 168, 169, 170, 170, 171, 172, 173, 173, 174, 175,
175, 176, 177, 178, 178, 179, 180, 180, 181, 182, 182, 183, 184, 184, 185, 186,
186, 187, 188, 188, 189, 190, 190, 191, 192, 192, 193, 194, 194, 195, 195, 196,
197, 197, 198, 199, 199, 200, 200, 201, 202, 202, 203, 203, 204, 205, 205, 206,
206, 207, 207, 208, 209, 209, 210, 210, 211, 212, 212, 213, 213, 214, 214, 215,
215, 216, 217, 217, 218, 218, 219, 219, 220, 220, 221, 221, 222, 223, 223, 224,
224, 225, 225, 226, 226, 227, 227, 228, 228, 229, 229, 230, 230, 231, 231, 232,
232, 233, 233, 234, 234, 235, 235, 236, 236, 237, 237, 238, 238, 239, 239, 240,
240, 241, 241, 242, 242, 243, 243, 244, 244, 245, 245, 246, 246, 247, 247, 248,
248, 249, 249, 249, 250, 250, 251, 251, 252, 252, 253, 253, 254, 254, 255, 255,
}